Orb of Moros
The Orb of Moros is a corrupting currency that gambles a permanent, irreversible change onto a piece of gear or a pickaxe.
Drag-drop it onto the item and click the same slot again within 10 seconds to confirm. The orb then rolls one of three outcomes at 1 in 3 each, and the item is corrupted for good: no new enchants, no orbs, no scrolls, no second Orb of Moros. Trims can still be added or removed.
The orb will never destroy your item and never fizzles for nothing. It is not a guaranteed upgrade, though: a Reroll scatters your enchants at random and can leave the item worse than it started.
The three outcomes
Jackpot
Picks 1 to 3 random enchants already on the item and raises each by one level, allowed to go past the level you could otherwise reach.
- If the enchant has an exceptional level, the ceiling is its exceptional maximum.
- Otherwise the ceiling is its normal maximum +1.
- Gears is the one exception and stops at its normal maximum.
The item's displayed level rises by the total number of enchant levels gained.
Implicit
Stamps a permanent passive stat onto the item, outside the enchant slot system entirely. It shows as an Implicit: line at the top of the tooltip. The pool is filtered by item type, then rolled evenly, and the value is rolled inside the range shown.
Pickaxes
| Implicit | Range |
|---|---|
| more mining speed | 2% to 5% |
| more ore sell value | 2% to 4% |
| more mining XP | 3% to 6% |
| more energy gained from mining | 2% to 5% |
| increased XP gain | 2% to 5% |
Swords and axes
| Implicit | Range |
|---|---|
| increased damage | 3% to 6% |
| melee damage (flat) | +0.2 to +0.4 |
| of damage Leeched as Life | 0.5% to 1% |
| increased luck on loot drops | 1% to 3% |
Armour
| Implicit | Range |
|---|---|
| reduced damage taken | 1% to 2% |
| less durability damage | 5% to 10% |
| Max HP | +2 to +4 |
The Leech roll feeds the shared rate-capped Leech pool like every other leech source, rather than healing instantly.
Reroll
The gamble. Picks 3 to 5 enchants on the item and, for each one, removes it and redistributes its levels across different enchants chosen at random, summing to the same total. A level 4 enchant might come back as two level 2s, or a 3 and a 1, in enchants you never wanted.
- Replacements must be legal for that item and must not already be on it.
- Calcite enchants are excluded on both sides: a Reroll will never remove one and never create one.
- If no valid redistribution exists for a sampled enchant, that enchant is left alone and the rest still reroll.
This is the outcome that can brick a good item. Nothing about a Reroll aims to improve the piece.
Fallbacks
The orb always does something, so an outcome that cannot apply hands off to Implicit instead:
| Situation | What you get |
|---|---|
| Jackpot or Reroll on an item with no custom enchants | Implicit |
| Reroll on an item with fewer than 3 enchants | Implicit |
| Reroll on an item that already carries every enchant it can hold | Implicit |
That last case matters most for maxed pickaxes, which tend to carry the full pickaxe enchant list and so have nothing left to scatter into.
What it will not touch
- Items that are already corrupted. One orb per item, ever.
- Starter and no-tinker items.
- Anything that is not a custom pickaxe, weapon or armour piece.
Right-clicking with an orb does nothing on purpose. The only way to use one is drag-dropping it onto the target item in your inventory.
Where to get it: a very rare drop from the Erebus Guards of the Pit. That is the only source.